Hi there, I'm working on some rotations and translations, and would like to know, is the OpenGL matrix structure
m[0] m[1]
m[2] m[3]
or
m[0] m[2]
m[1] m[3]
Which is the proper OpenGL matrix?
The standard in old OpenGL are are column major, so it's your second option.
But the more general, and actually correct answer is; it depends on what convention you use. When you use shaders and your own matrix computations, you decide the order or everything.
But the more general, and actually correct answer is; it depends on what convention you use. When you use shaders and your own matrix computations, you decide the order or everything.
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